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- if game:GetService("RunService"):IsClient() then error("Script must be server-side in order to work; use h/ and not hl/") end
- local Player,game,owner = owner,game
- local RealPlayer = Player
- do
- print("FE Compatibility code by Mokiros")
- local rp = RealPlayer
- script.Parent = rp.Character
- --RemoteEvent for communicating
- local Event = Instance.new("RemoteEvent")
- Event.Name = "UserInput_Event"
- --Fake event to make stuff like Mouse.KeyDown work
- local function fakeEvent()
- local t = {_fakeEvent=true,Functions={},Connect=function(self,f)table.insert(self.Functions,f) end}
- t.connect = t.Connect
- return t
- end
- --Creating fake input objects with fake variables
- local m = {Target=nil,Hit=CFrame.new(),KeyUp=fakeEvent(),KeyDown=fakeEvent(),Button1Up=fakeEvent(),Button1Down=fakeEvent()}
- local UIS = {InputBegan=fakeEvent(),InputEnded=fakeEvent()}
- local CAS = {Actions={},BindAction=function(self,name,fun,touch,...)
- CAS.Actions[name] = fun and {Name=name,Function=fun,Keys={...}} or nil
- end}
- --Merged 2 functions into one by checking amount of arguments
- CAS.UnbindAction = CAS.BindAction
- --This function will trigger the events that have been :Connect()'ed
- local function te(self,ev,...)
- local t = m[ev]
- if t and t._fakeEvent then
- for _,f in pairs(t.Functions) do
- f(...)
- end
- end
- end
- m.TrigEvent = te
- UIS.TrigEvent = te
- Event.OnServerEvent:Connect(function(plr,io)
- if plr~=rp then return end
- m.Target = io.Target
- m.Hit = io.Hit
- if not io.isMouse then
- local b = io.UserInputState == Enum.UserInputState.Begin
- if io.UserInputType == Enum.UserInputType.MouseButton1 then
- return m:TrigEvent(b and "Button1Down" or "Button1Up")
- end
- for _,t in pairs(CAS.Actions) do
- for _,k in pairs(t.Keys) do
- if k==io.KeyCode then
- t.Function(t.Name,io.UserInputState,io)
- end
- end
- end
- m:TrigEvent(b and "KeyDown" or "KeyUp",io.KeyCode.Name:lower())
- UIS:TrigEvent(b and "InputBegan" or "InputEnded",io,false)
- end
- end)
- Event.Parent = NLS([==[
- local Player = game:GetService("Players").LocalPlayer
- local Event = script:WaitForChild("UserInput_Event")
- local Mouse = Player:GetMouse()
- local UIS = game:GetService("UserInputService")
- local input = function(io,a)
- if a then return end
- --Since InputObject is a client-side instance, we create and pass table instead
- Event:FireServer({KeyCode=io.KeyCode,UserInputType=io.UserInputType,UserInputState=io.UserInputState,Hit=Mouse.Hit,Target=Mouse.Target})
- end
- UIS.InputBegan:Connect(input)
- UIS.InputEnded:Connect(input)
- local h,t
- --Give the server mouse data 30 times every second, but only if the values changed
- --If player is not moving their mouse, client won't fire events
- while wait(1/30) do
- if h~=Mouse.Hit or t~=Mouse.Target then
- h,t=Mouse.Hit,Mouse.Target
- Event:FireServer({isMouse=true,Target=t,Hit=h})
- end
- end]==],Player.Character)
- ----Sandboxed game object that allows the usage of client-side methods and services
- --Real game object
- local _rg = game
- --Metatable for fake service
- local fsmt = {
- __index = function(self,k)
- local s = rawget(self,"_RealService")
- if s then return s[k] end
- end,
- __newindex = function(self,k,v)
- local s = rawget(self,"_RealService")
- if s then s[k]=v end
- end,
- __call = function(self,...)
- local s = rawget(self,"_RealService")
- if s then return s(...) end
- end
- }
- local function FakeService(t,RealService)
- t._RealService = typeof(RealService)=="string" and _rg:GetService(RealService) or RealService
- return setmetatable(t,fsmt)
- end
- --Fake game object
- local g = {
- GetService = function(self,s)
- return self[s]
- end,
- Players = FakeService({
- LocalPlayer = FakeService({GetMouse=function(self)return m end},Player)
- },"Players"),
- UserInputService = FakeService(UIS,"UserInputService"),
- ContextActionService = FakeService(CAS,"ContextActionService"),
- }
- rawset(g.Players,"localPlayer",g.Players.LocalPlayer)
- g.service = g.GetService
- g.RunService = FakeService({
- RenderStepped = _rg:GetService("RunService").Heartbeat,
- BindToRenderStep = function(self,name,_,fun)
- self._btrs[name] = self.Heartbeat:Connect(fun)
- end,
- UnbindFromRenderStep = function(self,name)
- self._btrs[name]:Disconnect()
- end,
- },"RunService")
- setmetatable(g,{
- __index=function(self,s)
- return _rg:GetService(s) or typeof(_rg[s])=="function"
- and function(_,...)return _rg[s](_rg,...)end or _rg[s]
- end,
- __newindex = fsmt.__newindex,
- __call = fsmt.__call
- })
- --Changing owner to fake player object to support owner:GetMouse()
- game,owner = g,g.Players.LocalPlayer
- end
- --[[Floaty thing by SezHu.
- If you want a creation like this of your own, shoot me a friend request me on Discord! (Sezzie
- #1875) Prices start at 250 robux.]]--
- local songs = {
- 1279200618, --Sunset Lover
- 1415778396, --Steamed Hams
- 433458884, --Chill 2
- 270181115, --Soul Food
- 925631718, --Burn Marks
- 149650572,
- 998900895, --D r o w z y
- 213731051, --S a y o n a r a
- 1366623042, --Oracle
- } --Add your songs by replacing the IDs with your song ID.
- local quotes = {
- "Something to relax to..",
- "Yawn..",
- "Just floatin'~",
- "Going up~",
- "I like this song..",
- "Time to kick back..",
- "^w^",
- } --Feel free to replace the quotes with stuff of your own.
- local function soundbork(obj)
- if obj:IsA("Sound") and obj.Name ~= "playlist" then
- --obj:Destroy() Remove the two dashes to silence all music but your own.
- return
- end
- local children = obj:GetChildren()
- for i = 1, #children do
- soundbork(children[i])
- end
- return
- end
- --//Constants\\--
- Effects = { }
- local Player = game.Players.localPlayer
- local Mouse = Player:GetMouse()
- local Character = Player.Character
- local Humanoid = Character.Humanoid
- local Head = Character.Head
- local RootPart = Character.HumanoidRootPart
- local Torso = Character.Torso
- local LeftArm = Character["Left Arm"]
- local RightArm = Character["Right Arm"]
- local LeftLeg = Character["Left Leg"]
- local RightLeg = Character["Right Leg"]
- local Camera = game.Workspace.CurrentCamera
- local RootJoint = RootPart.RootJoint
- local Equipped = false
- local Attack = false
- local Anim = 'Idle'
- local Idle = 0
- local Combo = 1
- local TorsoVelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- local Velocity = RootPart.Velocity.y
- local Sine = 0
- local Change = 1
- local aoeconstant = 10
- local maincol = "Pink"
- local maincol2 = "White"
- local randString = songs[math.random(#songs)]
- local circleinthesky = false
- Character.Humanoid.Name = "help"
- humanoid = Character.help
- Instance.new("ForceField",Character).Visible = false
- local RbxUtility = LoadLibrary("RbxUtility")
- local Create = RbxUtility.Create
- humanoid.WalkSpeed = 3
- humanoid.JumpPower = 0
- humanoid.Animator.Parent = nil
- Character.Animate.Parent = nil
- local newMotor = function(part0, part1, c0, c1)
- local w = Create('Motor'){
- Parent = part0,
- Part0 = part0,
- Part1 = part1,
- C0 = c0,
- C1 = c1,
- }
- return w
- end
- skillcolorscheme = BrickColor.new(maincol).Color
- local hue = 0
- spawn(function()
- while true do
- hue = hue + .0005
- if hue >= 1 then hue = 0 end
- maincol2 = Color3.fromHSV(hue,1,1)
- game["Run Service"].RenderStepped:wait()
- end
- end)
- local scrn = Instance.new('ScreenGui', Player.PlayerGui)
- function makeframe(par, trans, pos, size, color)
- local frame = Instance.new('Frame', par)
- frame.BackgroundTransparency = trans
- frame.BorderSizePixel = 0
- frame.Position = pos
- frame.Size = size
- frame.BackgroundColor3 = color
- return frame
- end
- --framesk1 = makeframe(scrn, .95, UDim2.new(0, 0, 0, 0), UDim2.new(1, 0, 1, 0), skillcolorscheme)
- function clerp(a, b, t)
- return a:lerp(b, t)
- end
- RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14)
- NeckCF = CFrame.new(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0)
- local RW = newMotor(Torso, RightArm, CFrame.new(1.5, 0, 0), CFrame.new(0, 0, 0))
- local LW = newMotor(Torso, LeftArm, CFrame.new(-1.5, 0, 0), CFrame.new(0, 0, 0))
- local RH = newMotor(Torso, RightLeg, CFrame.new(.5, -2, 0), CFrame.new(0, 0, 0))
- local LH = newMotor(Torso, LeftLeg, CFrame.new(-.5, -2, 0), CFrame.new(0, 0, 0))
- RootJoint.C1 = CFrame.new(0, 0, 0)
- RootJoint.C0 = CFrame.new(0, 0, 0)
- Torso.Neck.C1 = CFrame.new(0, 0, 0)
- Torso.Neck.C0 = CFrame.new(0, 1.5, 0)
- local rarmc1 = RW.C1
- local larmc1 = LW.C1
- local rlegc1 = RH.C1
- local llegc1 = LH.C1
- local resetc1 = false
- function PlayAnimationFromTable(table, speed, bool)
- RootJoint.C0 = clerp(RootJoint.C0, table[1], speed)
- Torso.Neck.C0 = clerp(Torso.Neck.C0, table[2], speed)
- RW.C0 = clerp(RW.C0, table[3], speed)
- LW.C0 = clerp(LW.C0, table[4], speed)
- RH.C0 = clerp(RH.C0, table[5], speed)
- LH.C0 = clerp(LH.C0, table[6], speed)
- if bool == true then
- if resetc1 == false then
- resetc1 = true
- RootJoint.C1 = RootJoint.C1
- Torso.Neck.C1 = Torso.Neck.C1
- RW.C1 = rarmc1
- LW.C1 = larmc1
- RH.C1 = rlegc1
- LH.C1 = llegc1
- end
- end
- end
- ArtificialHB = Create("BindableEvent"){
- Parent = script,
- Name = "Heartbeat",
- }
- script:WaitForChild("Heartbeat")
- frame = 1 / 35
- tf = 0
- allowframeloss = false
- tossremainder = false
- lastframe = tick()
- script.Heartbeat:Fire()
- game:GetService("RunService").Heartbeat:connect(function(s, p)
- tf = tf + s
- if tf >= frame then
- if allowframeloss then
- script.Heartbeat:Fire()
- lastframe = tick()
- else
- for i = 1, math.floor(tf / frame) do
- script.Heartbeat:Fire()
- end
- lastframe = tick()
- end
- if tossremainder then
- tf = 0
- else
- tf = tf - frame * math.floor(tf / frame)
- end
- end
- end)
- function swait(num)
- if num == 0 or num == nil then
- ArtificialHB.Event:wait()
- else
- for i = 0, num do
- ArtificialHB.Event:wait()
- end
- end
- end
- local m = Create("Model"){
- Parent = Character,
- Name = "WeaponModel"
- }
- function RemoveOutlines(part)
- part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10
- end
- CFuncs = {
- Part = {
- Create = function(Parent, Material, Reflectance, Transparency, BColor, Name, Size)
- local Part = Create("Part"){
- Parent = Parent,
- Reflectance = Reflectance,
- Transparency = Transparency,
- CanCollide = false,
- Locked = true,
- BrickColor = BrickColor.new(tostring(BColor)),
- Name = Name,
- Size = Size,
- Material = Material,
- }
- RemoveOutlines(Part)
- if Size == Vector3.new() then
- Part.Size = Vector3.new(0.2, 0.2, 0.2)
- else
- Part.Size = Size
- end
- return Part
- end;
- };
- Mesh = {
- Create = function(Mesh, Part, MeshType, MeshId, OffSet, Scale)
- local Msh = Create(Mesh){
- Parent = Part,
- Offset = OffSet,
- Scale = Scale,
- }
- if Mesh == "SpecialMesh" then
- Msh.MeshType = MeshType
- Msh.MeshId = MeshId
- end
- return Msh
- end;
- };
- Weld = {
- Create = function(Parent, Part0, Part1, C0, C1)
- local Weld = Create("Weld"){
- Parent = Parent,
- Part0 = Part0,
- Part1 = Part1,
- C0 = C0,
- C1 = C1,
- }
- return Weld
- end;
- };
- Sound = {
- Create = function(id, par, vol, pit, looped)
- coroutine.resume(coroutine.create(function()
- local S = Create("Sound"){
- Volume = vol,
- Pitch = pit or 1,
- SoundId = "rbxassetid://" .. id,
- Parent = par or workspace,
- Looped = looped
- }
- wait()
- S:play()
- end))
- end;
- };
- ParticleEmitter = {
- Create = function(Parent, Color1, Color2, LightEmission, Size, Texture, Transparency, ZOffset, Accel, Drag, LockedToPart, VelocityInheritance, EmissionDirection, Enabled, LifeTime, Rate, Rotation, RotSpeed, Speed, VelocitySpread)
- local Particle = Create("ParticleEmitter"){
- Parent = Parent,
- Color = ColorSequence.new(Color1, Color2),
- LightEmission = LightEmission,
- Size = Size,
- Texture = Texture,
- Transparency = Transparency,
- ZOffset = ZOffset,
- Acceleration = Accel,
- Drag = Drag,
- LockedToPart = LockedToPart,
- VelocityInheritance = VelocityInheritance,
- EmissionDirection = EmissionDirection,
- Enabled = Enabled,
- Lifetime = LifeTime,
- Rate = Rate,
- Rotation = Rotation,
- RotSpeed = RotSpeed,
- Speed = Speed,
- VelocitySpread = VelocitySpread,
- }
- return Particle
- end;
- };
- CreateTemplate = {
- };
- }
- --/v/Don't touch this part. \v\--
- playlist=Instance.new("Sound", Torso)
- playlist.SoundId = "rbxassetid://" ..randString
- playlist.Volume = 5
- playlist.Looped = false
- playlist.Name = "playlist"
- playlist:Play()
- --/^/Don't touch this part. \^\--
- function RayCast(Position, Direction, Range, Ignore)
- return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore)
- end
- FindNearestTorso = function(pos)
- local list = (game.Workspace:children())
- local torso = nil
- local dist = 1000
- local temp, human, temp2 = nil, nil, nil
- for x = 1, #list do
- temp2 = list[x]
- if temp2.className == "Model" and temp2.Name ~= Character.Name then
- temp = temp2:findFirstChild("Torso")
- human = temp2:findFirstChild("Humanoid")
- if temp ~= nil and human ~= nil and human.Health > 0 and (temp.Position - pos).magnitude < dist then
- local dohit = true
- if dohit == true then
- torso = temp
- dist = (temp.Position - pos).magnitude
- end
- end
- end
- end
- return torso, dist
- end
- RootPart.CFrame = RootPart.CFrame * CFrame.new(0,5,0)
- Harness=CFuncs.Part.Create(m,Enum.Material.Plastic,0,1,"Medium stone grey","Harness",Vector3.new(0.420000285, 0.490000188, 0.399999768))
- HarnessWeld=CFuncs.Weld.Create(m,Character["Torso"],Harness,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(-0.0500001907, -0.0350001119, -0.0871353149, -1, 0, 0, 0, 1, 0, 0, 0, -1))
- FloatField2=CFuncs.Part.Create(m,Enum.Material.Neon,0,.5,"Lily white","FloatField2",Vector3.new(5, 8, 5))
- FloatField2Weld=CFuncs.Weld.Create(m,Harness,FloatField2,CFrame.new(0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1),CFrame.new(6.58035278e-05, 3.50000337e-05, 6.10351563e-05, -1, 0, 0, 0, 1, 0, 0, 0, -1))
- flotemesh=CFuncs.Mesh.Create("SpecialMesh",FloatField2,Enum.MeshType.Sphere,"",Vector3.new(0, 0, 0),Vector3.new(1, 1, 1))
- spinny=CFuncs.Part.Create(Torso, "SmoothPlastic", 0, 1, BrickColor.new("Black"), "spinny", Vector3.new())
- spinny.Anchored=true
- spinny.CanCollide=false
- transp = .5
- spawn(function()
- while true do
- transp = transp + .001
- FloatField2.Transparency = transp
- swait()
- if transp >= 1 then
- transp = .5
- end
- end
- end)
- function Damage(Part, hit, minim, maxim, knockback, Type, Property, Delay, HitSound, HitPitch)
- if hit.Parent == nil then
- return
- end
- local h = hit.Parent:FindFirstChild("Humanoid")
- for _, v in pairs(hit.Parent:children()) do
- if v:IsA("Humanoid") then
- h = v
- end
- end
- if h ~= nil and hit.Parent.Name ~= Character.Name and hit.Parent:FindFirstChild("Torso") ~= nil then
- if hit.Parent:findFirstChild("DebounceHit") ~= nil then
- if hit.Parent.DebounceHit.Value == true then
- return
- end
- end
- local c = Create("ObjectValue"){
- Name = "creator",
- Value = game:service("Players").LocalPlayer,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- if HitSound ~= nil and HitPitch ~= nil then
- CFuncs.Sound.Create(HitSound, hit, 1, HitPitch)
- end
- local Damage = math.random(minim, maxim)
- local blocked = false
- local block = hit.Parent:findFirstChild("Block")
- if block ~= nil then
- if block.className == "IntValue" then
- if block.Value > 0 then
- blocked = true
- block.Value = block.Value - 1
- print(block.Value)
- end
- end
- end
- if blocked == false then
- h.Health = h.Health - Damage
- --ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Really black").Color)
- else
- h.Health = h.Health - (Damage / 2)
- --ShowDamage((Part.CFrame * CFrame.new(0, 0, (Part.Size.Z / 2)).p + Vector3.new(0, 1.5, 0)), -Damage, 1.5, BrickColor.new("Really black").Color)
- end
- if Type == "Knockdown" then
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- coroutine.resume(coroutine.create(function(HHumanoid)
- swait(1)
- HHumanoid.PlatformStand = false
- end), hum)
- local angle = (hit.Position - (Property.Position + Vector3.new(0, 0, 0))).unit
- local bodvol = Create("BodyVelocity"){
- velocity = angle * knockback,
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- local rl = Create("BodyAngularVelocity"){
- P = 3000,
- maxTorque = Vector3.new(500000, 500000, 500000) * 50000000000000,
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodvol, .5)
- game:GetService("Debris"):AddItem(rl, .5)
- elseif Type == "Normal" then
- local vp = Create("BodyVelocity"){
- P = 10,
- maxForce = Vector3.new(math.huge, 0, math.huge),
- velocity = Property.CFrame.lookVector * knockback + Property.Velocity / 1.05,
- }
- print(hit.Parent)
- if knockback > 0 then
- vp.Parent = hit.Parent.Torso
- end
- local hum = hit.Parent.Humanoid
- hum.PlatformStand = true
- local TotalMass = 0
- for _, part in pairs(hit.Parent:GetChildren()) do
- if part:IsA("Part") then
- TotalMass = TotalMass + part:GetMass()
- end
- end
- local ForceOfGravity = -197 * TotalMass
- local floatybits = Instance.new("BodyForce", hit.Parent.Torso)
- floatybits.force = Vector3.new(0, -ForceOfGravity, 0)
- spawn(function()
- local spinny2=CFuncs.Part.Create(Torso, "SmoothPlastic", 0, 1, BrickColor.new("Black"), "spinny2", Vector3.new())
- spinny2.Anchored=true
- spinny2.CanCollide=false
- for i = 0, 2, .001 do
- local alg = math.floor(playlist.PlaybackLoudness)/500
- local alg2 = math.floor(playlist.PlaybackLoudness)/80
- local efekt2=CFuncs.Part.Create(hit.Parent.Torso, "Neon", 0, .3, BrickColor.new(maincol2), "ref", Vector3.new(.05,alg2,.3))
- efekt2.Anchored=true
- efekt2.CanCollide=false
- spinny2.CFrame = spinny2.CFrame * CFrame.fromEulerAnglesXYZ(0, math.pi/100, 0)
- spinny2.Position = hit.Parent.Torso.Position
- efekt2.CFrame=spinny2.CFrame*CFrame.new(aoeconstant-5,0,0)
- game:GetService("Debris"):AddItem(efekt2, .7)
- swait()
- end
- end)
- local rl = Create("BodyAngularVelocity"){
- P = 500,
- maxTorque = Vector3.new(10, 10, 10),
- angularvelocity = Vector3.new(math.random(-10, 10), math.random(-10, 10), math.random(-10, 10)),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(rl, 10)
- game:GetService("Debris"):AddItem(floatybits, 10)
- game:GetService("Debris"):AddItem(vp, .5)
- elseif Type == "Up" then
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, .5)
- elseif Type == "DarkUp" then
- coroutine.resume(coroutine.create(function()
- for i = 0, 1, 0.1 do
- swait()
- Effects.Block.Create(BrickColor.new("Black"), hit.Parent.Torso.CFrame, 5, 5, 5, 1, 1, 1, .08, 1)
- end
- end))
- local bodyVelocity = Create("BodyVelocity"){
- velocity = Vector3.new(0, 20, 0),
- P = 5000,
- maxForce = Vector3.new(8e+003, 8e+003, 8e+003),
- Parent = hit,
- }
- game:GetService("Debris"):AddItem(bodyVelocity, 1)
- elseif Type == "Snare" then
- local bp = Create("BodyPosition"){
- P = 2000,
- D = 100,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- game:GetService("Debris"):AddItem(bp, 1)
- elseif Type == "Freeze" then
- local BodPos = Create("BodyPosition"){
- P = 50000,
- D = 1000,
- maxForce = Vector3.new(math.huge, math.huge, math.huge),
- position = hit.Parent.Torso.Position,
- Parent = hit.Parent.Torso,
- }
- local BodGy = Create("BodyGyro") {
- maxTorque = Vector3.new(4e+005, 4e+005, 4e+005) * math.huge ,
- P = 20e+003,
- Parent = hit.Parent.Torso,
- cf = hit.Parent.Torso.CFrame,
- }
- hit.Parent.Torso.Anchored = true
- coroutine.resume(coroutine.create(function(Part)
- swait(1.5)
- Part.Anchored = false
- end), hit.Parent.Torso)
- game:GetService("Debris"):AddItem(BodPos, 3)
- game:GetService("Debris"):AddItem(BodGy, 3)
- end
- local debounce = Create("BoolValue"){
- Name = "DebounceHit",
- Parent = hit.Parent,
- Value = true,
- }
- game:GetService("Debris"):AddItem(debounce, Delay)
- c = Create("ObjectValue"){
- Name = "creator",
- Value = Player,
- Parent = h,
- }
- game:GetService("Debris"):AddItem(c, .5)
- end
- end
- function ShowDamage(Pos, Text, Time, Color)
- local Rate = (1 / 60)
- local Pos = (Pos or Vector3.new(0, 0, 0))
- local Text = (Text or "")
- local Time = (Time or 2)
- local Color = (Color or Color3.new(1, 0, 1))
- local EffectPart = CFuncs.Part.Create(workspace, "SmoothPlastic", 0, 1, BrickColor.new(Color), "Effect", Vector3.new(0, 0, 0))
- EffectPart.Anchored = true
- local BillboardGui = Create("BillboardGui"){
- Size = UDim2.new(3, 0, 3, 0),
- Adornee = EffectPart,
- Parent = EffectPart,
- }
- local TextLabel = Create("TextLabel"){
- BackgroundTransparency = 1,
- Size = UDim2.new(1, 0, 1, 0),
- Text = Text,
- Font = "SourceSansLight",
- TextColor3 = Color,
- TextScaled = true,
- Parent = BillboardGui,
- }
- game.Debris:AddItem(EffectPart, (Time))
- EffectPart.Parent = game:GetService("Workspace")
- delay(0, function()
- local Frames = (Time / Rate)
- for Frame = 1, Frames do
- wait(Rate)
- local Percent = (Frame / Frames)
- EffectPart.CFrame = CFrame.new(Pos) + Vector3.new(0, Percent, 0)
- TextLabel.TextTransparency = Percent
- end
- if EffectPart and EffectPart.Parent then
- EffectPart:Destroy()
- end
- end)
- end
- function MagnitudeDamage(Part, Magnitude, MinimumDamage, MaximumDamage, KnockBack, Type, HitSound, HitPitch)
- for _, c in pairs(workspace:children()) do
- local hum = c:findFirstChild("Humanoid")
- if hum ~= nil then
- local head = c:findFirstChild("Torso")
- if head ~= nil then
- local targ = head.Position - Part.Position
- local mag = targ.magnitude
- if mag <= Magnitude and c.Name ~= Player.Name then
- Damage(head, head, MinimumDamage, MaximumDamage, KnockBack, Type, RootPart, 10, "rbxassetid://" .. HitSound, HitPitch)
- end
- end
- end
- end
- end
- EffectModel = Create("Model"){
- Parent = Character,
- Name = "EffectModel",
- }
- Effects = {
- Block = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Type, Part)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- if Type == 1 or Type == nil then
- table.insert(Effects, {
- prt,
- "Block1",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 2 then
- table.insert(Effects, {
- prt,
- "Block2",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- elseif Type == 3 then
- table.insert(Effects, {
- prt,
- "Block3",
- delay,
- x3,
- y3,
- z3,
- msh,
- Part
- })
- elseif Type == 4 then
- table.insert(Effects, {
- prt,
- "Block2Fire",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- end
- };
- Sphere = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, parent)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- if parent == nil then
- prt.Parent = workspace
- else
- prt.Parent = parent
- end
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- };
- Blood = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Blood",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- };
- Blast = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay, Part)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "1323306", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Block4",
- delay,
- x3,
- y3,
- z3,
- msh,
- Part
- })
- end
- };
- Ring = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "3270017", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- };
- Cylinder = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("CylinderMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- };
- Head = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Head", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- };
- Wave = {
- Create = function(brickcolor, cframe, x1, y1, z1, x3, y3, z3, delay)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new())
- prt.Anchored = true
- prt.CFrame = cframe
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "FileMesh", "20329976", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- game:GetService("Debris"):AddItem(prt, 10)
- table.insert(Effects, {
- prt,
- "Cylinder",
- delay,
- x3,
- y3,
- z3,
- msh
- })
- end
- };
- Break = {
- Create = function(brickcolor, cframe, x1, y1, z1)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Effect", Vector3.new(0.5, 0.5, 0.5))
- prt.Anchored = true
- prt.CFrame = cframe * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- game:GetService("Debris"):AddItem(prt, 10)
- local msh = CFuncs.Mesh.Create("SpecialMesh", prt, "Sphere", "", Vector3.new(0, 0, 0), Vector3.new(x1, y1, z1))
- local num = math.random(10, 50) / 1000
- table.insert(Effects, {
- prt,
- "Shatter",
- num,
- prt.CFrame,
- math.random() - math.random(),
- 0,
- math.random(50, 100) / 100
- })
- end
- };
- Elec = {
- Create = function(brickcolor, cff, x, y, z)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Part", Vector3.new(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * CFrame.new(math.random(-x * 100, x * 100) / 100, math.random(-y * 100, y * 100) / 100, math.random(-z * 100, z * 100) / 100)
- prt.CFrame = CFrame.new(prt.Position)
- game:GetService("Debris"):AddItem(prt, 10)
- xval = math.random() / 9
- yval = math.random() / 9
- zval = math.random() / 9
- msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(xval, yval, zval))
- eul1 = math.random(-50, 50)
- eul2 = math.random(-50, 50)
- eul3 = math.random(-50, 50)
- euld = CFrame.fromEulerAnglesXYZ(eul1, eul2, eul3)
- euld2 = CFrame.fromEulerAnglesXYZ(-eul1, -eul2, -eul3)
- table.insert(Effects, {
- prt,
- "Elec",
- .05,
- x,
- y,
- z,
- xval,
- yval,
- zval,
- msh,
- euld,
- euld2
- })
- end
- };
- Elec2 = {
- Create = function(brickcolor, cff, x, y, z)
- local prt = CFuncs.Part.Create(EffectModel, "Neon", 0, 0, brickcolor, "Part", Vector3.new(1, 1, 1))
- prt.Anchored = true
- prt.CFrame = cff * CFrame.new(math.random(-x * 100, x * 100) / 100, math.random(-y * 100, y * 100) / 100, math.random(-z * 100, z * 100) / 100)
- prt.CFrame = CFrame.new(prt.Position)
- game:GetService("Debris"):AddItem(prt, 10)
- xval = math.random() / 7
- yval = math.random() / 7
- zval = math.random() / 7
- msh = CFuncs.Mesh.Create("BlockMesh", prt, "", "", Vector3.new(0, 0, 0), Vector3.new(xval, yval, zval))
- eul1 = math.random(-50, 50)
- eul2 = math.random(-50, 50)
- eul3 = math.random(-50, 50)
- euld = CFrame.fromEulerAnglesXYZ(eul1, eul2, eul3)
- euld2 = CFrame.fromEulerAnglesXYZ(-eul1, -eul2, -eul3)
- table.insert(Effects, {
- prt,
- "Elec",
- .1,
- x,
- y,
- z,
- xval,
- yval,
- zval,
- msh,
- euld,
- euld2
- })
- end
- };
- Clone = {
- Create = function()
- for _, v in pairs(Torso.Parent:children()) do
- if v.className == "Part" and v.Name ~= "HumanoidRootPart" then
- local c = CFuncs.Part.Create(EffectModel, "Neon", 0, .5, BrickColor.new("Bright blue"), "Effect", v.Size)
- c.Anchored = true
- c.CFrame = v.CFrame
- game:GetService("Debris"):AddItem(c, 5)
- local cmsh = nil
- if v.Name == "Head" then
- cmsh = CFuncs.Mesh.Create("SpecialMesh", c, "Head", "", Vector3.new(0, 0, 0), v.Mesh.Scale)
- else
- cmsh = CFuncs.Mesh.Create("BlockMesh", c, "", "", Vector3.new(0, 0, 0), Vector3.new(1, 1, 1))
- end
- table.insert(Effects, {
- c,
- "Cylinder",
- 0.05,
- 0.1,
- 0.1,
- 0.1,
- cmsh
- })
- end
- end
- end
- };
- EffectTemplate = {
- };
- }
- Mouse.Button1Down:connect(function()
- if Mouse ~= nil then
- if Mouse.Target ~= nil then
- part = Mouse.Target
- bp = Instance.new("BodyPosition",part)
- bp.MaxForce = Vector3.new(5000,5000,5000)
- bp.Position = part.Position
- dwn = true
- end
- while dwn == true do
- wait()
- bp.Position = Mouse.hit.p
- if part then
- if part.Parent:FindFirstChildOfClass("Humanoid") then
- part.Parent:FindFirstChildOfClass("Humanoid").PlatformStand = true
- end
- end
- end
- end
- end)
- Mouse.Button1Up:connect(function()
- dwn = false
- if part then if part.Parent:FindFirstChildOfClass("Humanoid") then part.Parent:FindFirstChildOfClass("Humanoid").PlatformStand = false end part = nil end
- if bp then bp:Destroy() end
- end)
- Mouse.KeyDown:connect(function(k)
- k = k:lower()
- if k == 'm' then
- ShowDamage((Head.CFrame * CFrame.new(0, 0, (Head.Size.Z / 2)).p + Vector3.new(0, 5, 0)), quotes[math.random(#quotes)], 5, BrickColor.new(maincol2).Color)
- playlist:Destroy()
- playlist=Instance.new("Sound", Torso)
- playlist.SoundId = "rbxassetid://" ..songs[math.random(#songs)]
- playlist.Volume = 5
- playlist.Looped = false
- playlist.Name = "playlist"
- playlist:Play()
- elseif k == 'n' and circleinthesky == false then
- circleinthesky = true
- elseif k == 'n' and circleinthesky == true then
- circleinthesky = false
- end
- end)
- while true do
- swait()
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA("Part") then
- v.Material = "SmoothPlastic"
- elseif v:IsA("Accessory") then
- v:WaitForChild("Handle").Material = "SmoothPlastic"
- end
- end
- for i, v in pairs(Character:GetChildren()) do
- if v:IsA'Model' then
- for _, c in pairs(v:GetChildren()) do
- if c:IsA'Part' then
- c.CustomPhysicalProperties = PhysicalProperties.new(0.001, 0.001, 0.001, 0.001, 0.001)
- end
- end
- end
- end
- if playlist.IsPlaying == false then
- ShowDamage((Head.CFrame * CFrame.new(0, 0, (Head.Size.Z / 2)).p + Vector3.new(0, 5, 0)), quotes[math.random(#quotes)], 5, BrickColor.new(maincol2).Color)
- playlist:Destroy()
- playlist=Instance.new("Sound", Torso)
- playlist.SoundId = "rbxassetid://" ..songs[math.random(#songs)]
- playlist.Volume = 5
- playlist.Looped = false
- playlist.Name = "playlist"
- playlist:Play()
- end
- TorsoVelocity = (RootPart.Velocity * Vector3.new(1, 0, 1)).magnitude
- Velocity = RootPart.Velocity.y
- Sine = Sine + Change
- local hit, pos = RayCast(RootPart.Position, (CFrame.new(RootPart.Position, RootPart.Position - Vector3.new(0, 1, 0))).lookVector, 4, Character)
- if RootPart.Velocity.y > 1 and hit == nil then
- Anim = "Jump"
- if Attack == false then
- Change = 1
- PlayAnimationFromTable({
- CFrame.new(0, 0, -0, 1, 0, -0, 0, 0.342019022, -0.939693093, 0, 0.939693093, 0.342018992) * CFrame.new(0, 0, 0 + .5 * math.cos(Sine/35)) * CFrame.Angles(.3 + .005 * math.cos(Sine/35), 0, 0),
- CFrame.new(0, 1.4785918, -0.211434767, 1, 0, -0, 0, 0.98480767, 0.173649639, -0, -0.173649669, 0.984807611) * CFrame.new(0, 0, 0) * CFrame.Angles(0 + .05 * math.cos(Sine/35), 0, 0),
- CFrame.new(0.939720154, 1.23436928, 0.449271917, 0.866025388, 0.500000238, 0, 0.469846785, -0.81379807, 0.342019022, 0.17100957, -0.296197116, -0.939693093) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.804059327, 1.1624434, 0.431921601, 0.866025269, -0.500000238, -1.92716968e-07, -0.492404282, -0.852868617, 0.173646882, -0.0868236423, -0.150382489, -0.984808087) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.662806809, -1.42266583, -0.425317377, 0.999114633, -0.0274195503, -0.0319078304, 0.0249254964, 0.996788979, -0.0760965645, 0.0338919051, 0.0752338469, 0.996589839) * CFrame.new(0, 0, 0 - .1 * math.cos(Sine/40)) * CFrame.Angles(0 + .1 * math.cos(Sine/40), 0, 0),
- CFrame.new(-0.358216971, -1.62964225, 0.259462059, 0.999541879, -0.0301539842, 0.0025981334, 0.0127545623, 0.497520745, 0.867358446, -0.027446935, -0.866927922, 0.497677386) * CFrame.new(0, 0, 0 - .2 * math.cos(Sine/35)) * CFrame.Angles(0 + .2 * math.cos(Sine/35), 0, 0),
- }, .3, false)
- MagnitudeDamage(Torso, aoeconstant, 0, 0, 0, "Normal", " ", .8)
- end
- elseif RootPart.Velocity.y < -1 and hit == nil then
- Anim = "Fall"
- if Attack == false then
- Change = 1
- PlayAnimationFromTable({
- CFrame.new(0, 0, -0, 1, 0, -0, 0, 0.342019022, -0.939693093, 0, 0.939693093, 0.342018992) * CFrame.new(0, 0, 0 + .5 * math.cos(Sine/35)) * CFrame.Angles(.3 + .005 * math.cos(Sine/35), 0, 0),
- CFrame.new(0, 1.4785918, -0.211434767, 1, 0, -0, 0, 0.98480767, 0.173649639, -0, -0.173649669, 0.984807611) * CFrame.new(0, 0, 0) * CFrame.Angles(0 + .05 * math.cos(Sine/35), 0, 0),
- CFrame.new(0.939720154, 1.23436928, 0.449271917, 0.866025388, 0.500000238, 0, 0.469846785, -0.81379807, 0.342019022, 0.17100957, -0.296197116, -0.939693093) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.804059327, 1.1624434, 0.431921601, 0.866025269, -0.500000238, -1.92716968e-07, -0.492404282, -0.852868617, 0.173646882, -0.0868236423, -0.150382489, -0.984808087) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.662806809, -1.42266583, -0.425317377, 0.999114633, -0.0274195503, -0.0319078304, 0.0249254964, 0.996788979, -0.0760965645, 0.0338919051, 0.0752338469, 0.996589839) * CFrame.new(0, 0, 0 - .1 * math.cos(Sine/40)) * CFrame.Angles(0 + .1 * math.cos(Sine/40), 0, 0),
- CFrame.new(-0.358216971, -1.62964225, 0.259462059, 0.999541879, -0.0301539842, 0.0025981334, 0.0127545623, 0.497520745, 0.867358446, -0.027446935, -0.866927922, 0.497677386) * CFrame.new(0, 0, 0 - .2 * math.cos(Sine/35)) * CFrame.Angles(0 + .2 * math.cos(Sine/35), 0, 0),
- }, .3, false)
- MagnitudeDamage(Torso, aoeconstant, 0, 0, 0, "Normal", " ", .8)
- end
- elseif TorsoVelocity < 1 and hit ~= nil then
- Anim = "Idle"
- if Attack == false then
- Change = 1
- PlayAnimationFromTable({
- CFrame.new(0, 0, -0, 1, 0, -0, 0, 0.342019022, -0.939693093, 0, 0.939693093, 0.342018992) * CFrame.new(0, 0, 0 + .5 * math.cos(Sine/35)) * CFrame.Angles(.3 + .005 * math.cos(Sine/35), 0, 0),
- CFrame.new(0, 1.4785918, -0.211434767, 1, 0, -0, 0, 0.98480767, 0.173649639, -0, -0.173649669, 0.984807611) * CFrame.new(0, 0, 0) * CFrame.Angles(0 + .1 * math.cos(Sine/35), 0, 0),
- CFrame.new(0.939720154, 1.23436928, 0.449271917, 0.866025388, 0.500000238, 0, 0.469846785, -0.81379807, 0.342019022, 0.17100957, -0.296197116, -0.939693093) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.804059327, 1.1624434, 0.431921601, 0.866025269, -0.500000238, -1.92716968e-07, -0.492404282, -0.852868617, 0.173646882, -0.0868236423, -0.150382489, -0.984808087) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.662806809, -1.42266583, -0.425317377, 0.999114633, -0.0274195503, -0.0319078304, 0.0249254964, 0.996788979, -0.0760965645, 0.0338919051, 0.0752338469, 0.996589839) * CFrame.new(0, 0, 0 - .1 * math.cos(Sine/40)) * CFrame.Angles(0 + .1 * math.cos(Sine/40), 0, 0),
- CFrame.new(-0.358216971, -1.62964225, 0.259462059, 0.999541879, -0.0301539842, 0.0025981334, 0.0127545623, 0.497520745, 0.867358446, -0.027446935, -0.866927922, 0.497677386) * CFrame.new(0, 0, 0 - .2 * math.cos(Sine/35)) * CFrame.Angles(0 + .2 * math.cos(Sine/35), 0, 0),
- }, .3, false)
- MagnitudeDamage(Torso, aoeconstant, 0, 0, 0, "Normal", " ", .8)
- end
- elseif TorsoVelocity > 2 and hit ~= nil then
- Anim = "Walk"
- if Attack == false then
- PlayAnimationFromTable({
- CFrame.new(0, 0, -0, 1, 0, -0, 0, 0.342019022, -0.939693093, 0, 0.939693093, 0.342018992) * CFrame.new(0, 0, 0 + .5 * math.cos(Sine/35)) * CFrame.Angles(.3 + .005 * math.cos(Sine/35), 0, 0),
- CFrame.new(0, 1.4785918, -0.211434767, 1, 0, -0, 0, 0.98480767, 0.173649639, -0, -0.173649669, 0.984807611) * CFrame.new(0, 0, 0) * CFrame.Angles(0 + .05 * math.cos(Sine/35), 0, 0),
- CFrame.new(0.939720154, 1.23436928, 0.449271917, 0.866025388, 0.500000238, 0, 0.469846785, -0.81379807, 0.342019022, 0.17100957, -0.296197116, -0.939693093) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(-0.804059327, 1.1624434, 0.431921601, 0.866025269, -0.500000238, -1.92716968e-07, -0.492404282, -0.852868617, 0.173646882, -0.0868236423, -0.150382489, -0.984808087) * CFrame.new(0, 0, 0 - .01 * math.cos(Sine/35)) * CFrame.Angles(0, 0, 0),
- CFrame.new(0.662806809, -1.42266583, -0.425317377, 0.999114633, -0.0274195503, -0.0319078304, 0.0249254964, 0.996788979, -0.0760965645, 0.0338919051, 0.0752338469, 0.996589839) * CFrame.new(0, 0, 0 - .1 * math.cos(Sine/40)) * CFrame.Angles(0 + .1 * math.cos(Sine/40), 0, 0),
- CFrame.new(-0.358216971, -1.62964225, 0.259462059, 0.999541879, -0.0301539842, 0.0025981334, 0.0127545623, 0.497520745, 0.867358446, -0.027446935, -0.866927922, 0.497677386) * CFrame.new(0, 0, 0 - .2 * math.cos(Sine/35)) * CFrame.Angles(0 + .2 * math.cos(Sine/35), 0, 0),
- }, .3, false)
- MagnitudeDamage(Torso, aoeconstant, 0, 0, 0, "Normal", " ", .8)
- end
- end
- if #Effects > 0 then
- for e = 1, #Effects do
- if Effects[e] ~= nil then
- local Thing = Effects[e]
- if Thing ~= nil then
- local Part = Thing[1]
- local Mode = Thing[2]
- local Delay = Thing[3]
- local IncX = Thing[4]
- local IncY = Thing[5]
- if Thing[1].Transparency <= 1 then
- if Thing[2] == "Block1" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Ice" then
- if Thing[6] <= Thing[5] then
- Thing[6] = Thing[6] + .05
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, .4, 0)
- else
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- elseif Thing[2] == "Shatter" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[4] = Thing[4] * CFrame.new(0, Thing[7], 0)
- Thing[1].CFrame = Thing[4] * CFrame.fromEulerAnglesXYZ(Thing[6], 0, 0)
- Thing[6] = Thing[6] + Thing[5]
- elseif Thing[2] == "Block2" then
- Thing[1].CFrame = Thing[1].CFrame
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block3" then
- Thing[1].CFrame = Thing[8].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block4" then
- Thing[1].CFrame = Thing[8].CFrame * CFrame.new(0, -Thing[7].Scale.Y, 0) * CFrame.fromEulerAnglesXYZ(3.14, 0, 0)
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Block2Fire" then
- Thing[1].CFrame = Thing[1].CFrame * CFrame.fromEulerAnglesXYZ(math.random(-50, 50), math.random(-50, 50), math.random(-50, 50))
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- if Thing[1].Transparency >= .3 then
- Thing[1].BrickColor = BrickColor.new("Bright red")
- else
- Thing[1].BrickColor = BrickColor.new("Bright yellow")
- end
- elseif Thing[2] == "Cylinder" then
- Mesh = Thing[7]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Blood" then
- Mesh = Thing[7]
- Thing[1].CFrame = Thing[1].CFrame * CFrame.new(0, -.5, 0)
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[4], Thing[5], Thing[6])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- elseif Thing[2] == "Elec" then
- Mesh = Thing[10]
- Mesh.Scale = Mesh.Scale + Vector3.new(Thing[7], Thing[8], Thing[9])
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- Thing[1].CFrame = Thing[1].CFrame * Thing[11] * CFrame.new(0, 0, .2)
- Thing[1].Rotation = Vector3.new(0, 0, 0)
- elseif Thing[2] == "Disappear" then
- Thing[1].Transparency = Thing[1].Transparency + Thing[3]
- end
- else
- Part.Parent = nil
- table.remove(Effects, e)
- end
- end
- end
- end
- end
- local alg = math.floor(playlist.PlaybackLoudness)/500
- local alg2 = math.floor(playlist.PlaybackLoudness)/80
- if circleinthesky == false then
- FloatField2.BrickColor = BrickColor.new(maincol2)
- spinny.Position = Torso.Position
- spinny.CFrame = spinny.CFrame * CFrame.fromEulerAnglesXYZ(0, math.pi/100, 0)
- efekt=CFuncs.Part.Create(Torso, "Neon", 0, .3, BrickColor.new(maincol2), "ref", Vector3.new(.05,alg2,.3))
- efekt.Anchored=true
- efekt.CanCollide=false
- game:GetService("Debris"):AddItem(efekt, .5)
- --ShowDamage((efekt.CFrame * CFrame.new(0, 0, (Torso.Size.Z / 102)).p + Vector3.new(0, 0, 0)), ".", 1, BrickColor.new(maincol2).Color)
- efekt.CFrame=spinny.CFrame*CFrame.new(aoeconstant,0,0)
- elseif circleinthesky == true then
- FloatField2.BrickColor = BrickColor.new(maincol2)
- spinny.Position = Torso.Position
- spinny.CFrame = spinny.CFrame * CFrame.fromEulerAnglesXYZ(0, math.pi/100, 0)
- efekt=CFuncs.Part.Create(Torso, "Neon", 0, .3, BrickColor.new(maincol2), "ref", Vector3.new(1+alg2,.05,.3))
- efekt.Anchored=true
- efekt.CanCollide=false
- efekt2=CFuncs.Part.Create(Torso, "Neon", 0, .3, BrickColor.new(maincol2), "ref", Vector3.new(alg2,.05,.3))
- efekt2.Anchored=true
- efekt2.CanCollide=false
- game:GetService("Debris"):AddItem(efekt, 2)
- game:GetService("Debris"):AddItem(efekt2, 2)
- --ShowDamage((efekt.CFrame * CFrame.new(0, 0, (Torso.Size.Z / 102)).p + Vector3.new(0, 0, 0)), ".", 1, BrickColor.new(maincol2).Color)
- efekt.CFrame=spinny.CFrame*CFrame.new(aoeconstant,20,0)
- efekt2.CFrame=spinny.CFrame*CFrame.new(aoeconstant-4,10,0)
- end
- humanoid.Health = math.huge
- soundbork(workspace)
- end
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